Jump to content

Session 130 Prep

From greyhawk
Revision as of 19:00, 14 March 2025 by DM (talk | contribs)

Code snippet


Previously...

The party explored a ruined alchemist's house in Coregilia, finding moldy books and a hidden laboratory. They encountered and defeated a mutated alchemist and his creations. The party then turned the books over to Keldec the Sage. Session 127 The party activated an ancient Flan runestone portal, with Egon accidentally leaving the party behind. He explored the Solonor coast near Belport, while the party fought off a Sahuagin attack. Reuniting in Belport, they navigated the city's tensions, encountered an old acquaintance of Durmen's father, and learned of a mercenary army preparing for a Frost Barbarian attack. They settled at the Silver Swan and discovered a quest to find a lost spellbook for a 1500 GP reward. Session 128 The party then entered the Obsidian Flask, learned more details about the missing spellbook, fought a demonic patron, and accepted a quest from Turgen to retrieve the book. They were then magically trapped in a room by Turgen. Session 129

Interludes

Flashback: Lexana's Secret Meeting

  • A flashback showing Lexana Brightshore in a clandestine meeting with an agent of the Empire of Lyhnn. Reveal a coded message, a secret symbol, or a specific item that links her to the arms smuggling operation.

Planned Events

Escape the Room

  • The party must solve puzzles to escape Turgen's magical room.

Puzzle 1: The Cleric's Trial of Faith

  • **Description:** A spectral wounded pilgrim pleads for aid, representing spiritual wounds.
  • **Solution:** The cleric uses divine abilities to heal the pilgrim's spirit (spells, prayer, encouragement).
  • **Clues:** Wounds relate to sins, room hints, ethereal whispers.
  • **Why:** Tests divine magic and faith.
    • Player Description (Cleric):**

"Before you, a spectral image of a wounded pilgrim shimmers into existence. Their face is etched with pain, and their eyes plead for help. The room darkens, and a heavy sense of dread fills the air. You sense that the pilgrim's wounds are not of the flesh, but of the spirit. They are burdened by doubt, fear, and despair. What do you do?"

Puzzle 2: The Wizard's Arcane Labyrinth

  • **Description:** The room transforms into a shifting arcane labyrinth.
  • **Solution:** The wizard uses arcane knowledge to navigate (spells like *Detect Magic*, *Arcane Eye*, *Teleport*).
  • **Clues:** Glowing symbols, magical auras, room responses to spells.
  • **Why:** Requires arcane knowledge and spellcasting.
    • Player Description (Wizard):**

"The very walls of the room begin to writhe and change, transforming into a labyrinth of glowing arcane symbols and pulsing energy fields. The paths before you shift and rearrange themselves, and the air crackles with magical energy. You feel the pull of powerful forces, and you know that your arcane knowledge will be your guide. How do you proceed?"

Puzzle 3: The Druid's Grove of Balance

  • **Description:** The room becomes a grove out of balance (polluted stream, withered tree).
  • **Solution:** The druid restores balance using nature magic (spells like *Purify Food and Drink*, *Plant Growth*).
  • **Clues:** Hints about imbalance, communication with nature, room responses.
  • **Why:** Tests nature magic and connection to the wild.
    • Player Description (Druid):**

"The room around you transforms into a miniature grove, complete with a small stream, a solitary tree, and a patch of earth. However, the scene is far from idyllic. The stream is murky and foul, the tree's branches are bare and brittle, and the earth is cracked and barren. You sense a deep imbalance in the natural order of this place. What do you do?"

Investigate Lexana's Imperial Connections

  • After escaping, the party investigates Lexana's ties to the Empire of Lyhnn and her role in arming the uprising.
  • **Options:**
   * Determine why Turgen wants the spellbook, and if it's connected to Lyhnn's plans.
   * Discover who Lexana's contact within the Empire was.
   * Find out if anyone in Belport is aware of Lexana's activities.
   * Investigate rumors regarding the upcoming auction at the Obsidian Flask, and if it is still happening, and if it is being used to move arms.
   * Find out if the book they gave Keldec, is related to the book Turgen wants, and if either book is connected to Lyhnn.

Meet Exter

  • The party seeks out Exter, the gnome offering the reward.
  • **Options:** Interrogate Exter about the spellbook and his knowledge of Lexana, negotiate terms, gather auction information.

Cliffhanger

The party discovers a coded message or item left by Lexana, revealing a specific location or person involved in the arms smuggling operation. This clue leads them outside Belport, and forces a choice between quests. The clue may resemble the books from Session 127, or bear the symbol of Lyhnn.

Random Encounters

Regional Random Encounters Table Link

  • **Possible Encounters:** Thieves' Guild, city watch, agents of Lyhnn, mercenary army.

Key NPC's


[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment: